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Professional Standards & Competencies Flashcards

7 cards from real 3D Texturing practice questions. Tap to flip, then mark Knew It or Still Learning — missed cards come back until you master them.

Read the first 7 Professional Standards & Competencies flashcards as text
  1. In a professional game art pipeline, which texture naming convention is considered best practice for a 'rock wall' diffuse map at 2K resolution?

    Answer: T_RockWall_D.png

    The prefix 'T_' indicating texture type, followed by asset name and suffix for map type (D=Diffuse) is the industry-standard Unreal Engine naming convention widely adopted across studios.

  2. A client requests texture deliverables for both real-time and pre-rendered workflows. Which file format choice is most appropriate for the pre-rendered displacement maps?

    Answer: EXR 32-bit float

    EXR 32-bit float preserves the full precision needed for displacement maps in pre-rendered workflows, avoiding banding and precision loss inherent in 8-bit formats.

  3. When handing off assets to a lighting artist in a studio, what is the professional standard for PBR roughness maps?

    Answer: Provide a separate grayscale roughness map (0=smooth, 1=rough)

    In standard PBR workflows, roughness maps use the convention where black (0) = perfectly smooth and white (1) = fully rough, which is the industry default in most renderers.

  4. A studio requires textures packed in the 'ORM' channel packing format. What does each channel store?

    Answer: Occlusion, Roughness, Metalness

    ORM channel packing stores Occlusion (R channel), Roughness (G channel), and Metalness (B channel) in a single texture to reduce draw calls and memory usage.

  5. Which professional practice best demonstrates competency when submitting textures for a tech art review?

    Answer: Include all source files, working files, and final exports with a README

    Professional texture deliverables include source working files, all export maps, and documentation so the pipeline can be reproduced or modified by other team members.

  6. What is the industry-standard UV space utilization target for a hero game asset to balance quality and texture budget?

    Answer: 85–95% UV coverage

    Hero assets should target 85–95% UV space utilization to maximize texel density while leaving small gutters to prevent texture bleeding across seams.

  7. A texture artist is onboarding at a new studio and needs to understand the texture budget for environment props. Which professional resource should they consult first?

    Answer: The project's art bible or technical design document

    The art bible or technical design document defines the project's resolution limits, polycount budgets, and visual targets that all artists must follow consistently.